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Posts
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Joined
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Yer, I found after getting siphon speed that i may do inertial reduction as travel power..... is it ppossible to get it perma-like with recharge reductions?
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It's already perma since its duration is the same as its recharge. -
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8 man controller team as preference for the variety of powers we'd be throwing out, even though I know 8 Rads would probably be more unstoppable.
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Have only tried 8-man rad/rad teams at low level (up to 14) and they were already loads of fun. Still think 8-man troller teams would be stronger, especially after 32, definitely after 41: just throw in 2-3 /rads, a couple of /kins and the odd storm/FF/empath, with containment and pets, truly unstoppable... We do AV runs with our SG 50s and totally obliterate everything within seconds -
We have an all-controller SG (which is actually full atm) but it's on Union.
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On my kin, I took Stamina and Transference then the Fire epic for the extra damage, so was planning to drop Stamina once I get to 47 and take Consume. I agree with Stage, another good choice is Psi for the status protection, psi-resistant shield and nice AoE attack.
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Just wanted to say that I had the chance to team with this gang yesterday with my gravity controller and had a great time
. Nice group, good fun, and a welcome change to the usual teams you often find in the Hollows
. So good luck with the SG, and I hope we meet again
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Deceive is great (mainly against de/buffers such as Tsoo sorcs, Sky Raider engineers, Malta sappers, etc.) , but in my opinion Spectral Terror is more useful overall since it gives you a bit more control. Too bad you can't take both
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Well done J, sorry I wasn't able to stay on longer today for the last bars. And you'd better stop, or people are going to start thinking you know what you're doing!
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Given Storm's endurance needs and what you get from Power Boost, I would suggest Primal. I've taken Psi on my illusion troller (love the status protection and psi-resistant shield) and Fire on my fire troller (because kin alows you to boost the damage of Fireball), but still think Primal might be better suited in your case unless you want a PvP build, in which case Psi might be better.
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Actually earths strong points are particularly soft control.
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With 2 holds, 2 immobs, a disorient, a knockback and a sleep, I stll think of Earth as 'hard' (think containment). For me, 'soft' is more what illusion does with deceive, decoys, invisibility, etc. -
J,
Let's shake the tree at the Overlords a bit. I only see 4 out of our 12 or so 45+ trollers on your list. -
Some suggestions...
Most Dmg Output
My vote is for fire/kin: pets which do the most damage + Fulcrum. Ill/kin is also good. Go for Fire Epic. Mind has strong (and not very resisted) damage but no pet.
Best Control
Earth as a primary for "hard" control, followed by Ice (?). Gravity is a bit light at first on AoE control, but has the best pet for control (Singularity). TA adds even more control but is not the strongest secondary. Ice/storm is a good combo. Taking Primal helps a lot if you want to boost control.
Lowest Endurance
Anything which has end recovery, so empathy (not my favourite for controllers), rad because of AM, or kin after Transference.
Most Balanced
I would say anything /rad since it allows you to solo safely and brings a lot to a team. FF and Sonic are really mainly team-oriented.
Remember that controllers are a bit slow at first (especially if you solo), become strong in the 20s, quite powerful after 32, and the strongest after 41.
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Well, I'd suggest maybe getting Blind and Flash for the earlier levels, but try to get rid of them later on.
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Your two holds to set up containment???
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I HATED Inertial reduction. Do - not - get - it.
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My /kin troller uses IR as a travel power and it works fine (I did get Fly first, then respecced out at 28). Allows you to pick up something more useful elsewhere. And the only power in Illusion which is nice to have, but probably not a "must-have" is deceive (assuming you only take 1 invisibility). I really like it and have kept it, but it's true you can live without (although it does make your life a lot easier if you solo). -
Mega-gratz to the latest Coalition 50 and the Overlords' first gravity controller to reach the big 5-0
.
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They don't have many AOE Hard Controls. But hard controls are against Statesmans vision, especially AOE Holds (quite correctly to be honest. They make things very easy). The Soft controls of PA & Spectral Terror are fantastic though.
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Good point. And some secondaries give you the option of picking up additional group holds (for example Choking Cloud and EM Pulse for /rad). -
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they dont have to many holds unless you slot flash and blind right, for flash 3 accuracy,1 recharge time and 2 hold durations
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Actually, in the later levels, I found that for Flash 3 acc 3 rchg works better for me since the mobs will be getting wiped out fairly quickly, so they don't really need to be held for that long. For Blind I still use 2 acc 2 hold 2 rechg since you use this a lot against single targets such as AVs for which hold duration is still important. -
I found Bitter Freeze Ray to be OK-ish in PvE (still prefer stacking Freeze Ray), but worthless in PvP with it's almost 4 second animation time.
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Jiaozy signing up for some SOs farming
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Do you get one each time you take the witch down? Hmmm... if so, this is sounding tempting... Not sure I can be on at 8pm, if so will look for you guys. -
Oh and G, back to our teaming the other day, Gravity's group immob (Crushing Field) doesn't have a -knockdown component (unlike Fire or Stone Cages), so it shouldn't interfere with your Ice Slick. I might be skipping it on my controller, but just in case you're teaming with someone who has it
.
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Probably... I've experienced it from the other side: against higher level mobs, the Knockback of Bonfire becomes Knockdown
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From a US boards post;
"Ice Patch: Location/PBAoE Mag4 KnockDown. Mobs < 4 Levels you will suffer a Knockback effect from the center of the Ice Patch. Mobs > 2 Levels above you begin to suffer only a Slow affect and will occasionally be Knocked Down."
I'm guessing "below" is missing before "you will suffer...". -
Hi there,
I haven't played fire/rad together, but based on 2 of my characters, here are some suggestions:
- Might add 1-2 recharges in Radiant Aura if you have spare slots
- Char: I would add more slots, probably 3 more, and slot 2 acc 2 hold 2 rechg
- Rad Infection: The thtdbuf is the main reason for taking this, so slot 3 thtdbuf and maybe 1 defdbf and 1 endred
- AM: swap the run for another endmodif. Slot recharges first and endmodif soon thereafter (helps before Stamina)
- Recall Friend: 1 slot should be enough. Either reduce interrupt or endred.
- Fire cages: not sure I'd bother with dmg. It's really to immobilise mobs and set up containment
- Hover: slot flight speed instead. Def is very low anyway
- Mutation: don't bother with more than 1 slot (rechg)
- Only slot Health if you have spare slots. You won't see much difference.
- Cinders is your only group hold, so take it at 18 or just after that and 6-slot it (2 acc 2/3 hold 1/2 rechg)
- Flashfire should also be taken early and 6-slotted (2 acc 2 disorient 2 rechg)
- Bonfire: an OK power, but not essential, and not worth more than the default slot (rechg)
- Fire Imps should be slotted 1/2 acc and 3 dmg. I never find I need a rechg since you can only have 1 set out at a time
- Fallout: I've never seen anyone take this power. Apparently it's kinda' fun in PvP, but probably not worth it
- I've never tried Conserve Power, but I assume you only need recharges in it. Dunno about Power Boost, but it's probably similar in terms of slotting.
- Temp Invuln: 3 dmg res and 1 endred should be enough
Hope some of this helps! -
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we might be about to see a rash of sonic secondaries...
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Nooooo! Just when I started one -
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Illusion has mad damage at low levels (Spectral..) and the decoys which rock severely!
[/ QUOTE ] spectral terror doesn't do damage nor does it set up containment. It's a very nice power though.
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True. But I think Black_Gateway was referring to Spectral Wounds.
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Q: Is it wrong for a Troller to take more powers from their secondary?
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A: No. Especially for secondaries such as kinetics or empathy. If you do choose a kin power, I would go for ID (great buff!) since I see IR really as a substitute travel power, more than a team-oriented power. -
I tried ill/rad first and am now playing fire/kin. Both awesome combos. The first is probably a bit easier for soloing, and the second stronger in teams.